Profile image

Irreversible Boolean Activation

66.6k SnoWFLakE0s  4.0 years ago

smooth(clamp01(boolX), clamp01(boolX)*(f/c))

f = activation frequency (Hz)
c = total activation count
boolX = some boolean data type (e.g. FireWeapons)

If the boolX is on, the target value is set to 1, the rate of change becomes f/c, thereby increasing by that amount every second.

You can have stuff activate every for > n/c, where n is the order number of the "activatee"
e.g. a series of 5 detachers would go 1/5, 2/5, 3/5.. etc.

This means weapons that are fired by FireWeapons, but w/o having to be an actual "weapon" and much more. The irreversible boolean can be used in other scenarios to define a soft cap for certain inputs. e.g. a usage limit for certain functions.

This particular set of detachers is set to fire when you press FireWeapons long enough. It does not return back to 0 when you release the button. It shoots one shot / sec.

General Characteristics

  • Successors 2 airplane(s)
  • Created On Mac
  • Wingspan 1.6ft (0.5m)
  • Length 11.5ft (3.5m)
  • Height 4.1ft (1.3m)
  • Empty Weight 961lbs (436kg)
  • Loaded Weight 961lbs (436kg)

Performance

  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 465

Parts

  • Number of Parts 18
  • Control Surfaces 0
  • Performance Cost 38
  • Log in to leave a comment
  • Profile image

    I'm assuming that the sum function added in later versions made this largely redundant?

    1.3 years ago
  • Profile image
    1,876 Rakoval500k

    Greetings! I preventively apologise for possibly irritating question, but is it possible use those boolean writings to provide a fixed launch sequence for multiple units of custom ordnance? If it is, than how can I implement it? I am just asking because I'd like to implement the ordnance that uses small jet engines to realistically imitate the work of solid fuel engines and pyrocartridges, because i can freely modify the thrust of them, while our basic unguided rocket provides the unchangeable thrust of 500kgf. Also, as it seems to me, the launch sequence of ordnance is oftenly erratic, which is why am I asking you.

    2.1 years ago
  • Profile image
    23.1k marcox43

    @SnoWFLakE0s neat, gonna use that in my cockpit ;)

    3.5 years ago
  • Profile image
    66.6k SnoWFLakE0s

    @marcox43
    .
    Yes.

    3.5 years ago
  • Profile image
    23.1k marcox43

    does this work with activation groups? ex: keep pressed AG7, that pulls a handle and the canopy is jettinsoned, following, another handle pull(a different one) and the seat ejects?

    +1 3.5 years ago
  • Profile image
    7,308 WarringMunky

    @SnoWFLakE0s I'll give it a shot...

    4.0 years ago
  • Profile image
    66.6k SnoWFLakE0s

    @DickBrazen
    .
    Anything works as long as you can represent it mathematically. Try building a function for it first mathematically, if you have trouble converting that to FT I can help you there.

    4.0 years ago
  • Profile image
    7,308 WarringMunky

    I understand some of that, and I understand the result, and that could come in handy someday. Cool! Question that I should maybe ask in forums only if you don't mind:

    Would there be a way to make a piston extend, then make a rotator rotate 90°, then another piston extend, then that same rotator rotate another 90°, then make the first piston retract, then make the rotator turn another 90°, then make the second piston retract, and another final rotation in a cycle? I Don't know how many seconds I would need but could figure it out if I knew if you could do that. Again, I hope you don't mind my asking here.

    4.0 years ago